I was so mad when I finally sent the first shipment up and it was super cloudy, and the POOF they cleared the clouds when you send it and my jaw dropped at how much they thought about that factor. They are so good at thinking of all the details that matter.
in my experience, "purity: temp" usually means that there might be two (or more) nodes, and thus there are several (possibly different) purities, and of course also a "combined" (summed up) mining rate for all of them together, thus being called "temp"
Fairly certain that the temp nodes are the ones scattered around the map, kinda like the ones ontop of the actual nodes, where you break them off to place a miner hence temporary. Though I could be incorrect In that assumption
talking about building in the cave reminded me of how you can make a really nice entrance for something like that with hyper tubes... you just start building a tube directly on top of the cave and then just keep the builder open while you walk into the cave and then place the other end inside the cave so now its clipping through the earth into the cave and then you can also use the zoop or vertical building options to make foundations inside the earth so you dont see the clipping while traveling through the earth and then just make some fancy decorations around the entrance/exit tubes so that it doesn't just show it clipping into a wall... also the cave reminds me of the glowing undersides of the mushrooms at the spire coast... especially the part just before the dune desert and norther forests meeting corner at night... the glows... picked like 20 slugs from that section yesterday and was wondering what it would look like to try build something there so that you try to leave as much of the mushrooms as possible there and make everything from like asphalt or colored black and boxing the whole thing in and using some lights and signs with different colors to further enhance the view.... this was after riding the giant manta around for a bit and lamenting about how cool it would look to make a build where you have it fly through your factory so that you have actually made a hole in the design so that it flies through the building without clipping... though just a short couple second pass just doesn't do that much justice so it would have to be a really large building and the flights loop time would be a pain to wait out to see if there is any clipping going on.... so probably a better plan would be to make 2 buildings that it flies between of.... not as impressive but if you have tactically placed conveyor lines going back and forth along with few walkways that the thing flies between of also in the path then it would be much better.... though this would probably be best done in like the relatively straight path it does between the spire coast and northern forest... so if you do concept like terraced houses/ row houses (www.assetzproperty.com/blog/wp-content/uploads/2019/04/Row-house-LinkedIn3-11111111111111111119900900.png as an example) being on both on the northern forest cliff side and on the spires side and having a road going in the middle or something and the manta flies over it.... another cool place would be probably the downwards plunge it does between northern forests and crater lakes waterfall near the rocky desert if you want to make a more vertical build for that.... btw the conveyer lift connecting to the splitter or merger thing... you know you can actually make the build slightly more compact cause you can build the merger or splitter directly on to the lift... it actually snaps onto it and almost completely replaces the lifts end with the merger/splitter there is like just a sliver on the side it connects from left.... oh and as a random thing its annoying that you need to find stuff about in tips instead of in game like for example i just learned that when you press H and start using the arrow keys to nudge the stuff around that you can actually hold Ctrl like using the arrow keys and it nudges half what it nudges with just pressing the keys normally...
yeah, the new cave systems look insane, and there are so many of them now. but as for connecting the splitters or mergers, i do not like the look of them, looks like it is clipping and dosnt work. i would rather use the space to make it make sense, so to speak. and i complete understand the lack of explanation in the game. makes you have to work for everything you find out.
@@DrawingXaos i recently watched a dude start playing the game and noticed how much he missed and did inefficiently that i came to realize that this games "tutorial" and the unlocking stuff talks and such don't actually teach you to play the game that well... and a lot of it assumes that you slow down and actually look things in more detail like how much you can have on a belt and what are the mining speeds and all kinds of burn rates and so on...
@@Necrotechian yeah, the game does not hold your hand on anything, if anything it makes you learn everything on your own and lets you figure out what you want to do. feels nice sometimes.
I was so mad when I finally sent the first shipment up and it was super cloudy, and the POOF they cleared the clouds when you send it and my jaw dropped at how much they thought about that factor. They are so good at thinking of all the details that matter.
i know right, was truly the best way to handle it and the nailed it so good.
9:47 One of my favorite ADA lines! "The engineer's noble sacrifice for Xeno research will not be forgotten, whoever they were."
lol and you know ada knows who they were being a.i. and all so it makes it so much more better.
in my experience, "purity: temp" usually means that there might be two (or more) nodes, and thus there are several (possibly different) purities,
and of course also a "combined" (summed up) mining rate for all of them together, thus being called "temp"
Aahhh, I thought they were moving things and it was just not deleted out of the game as a ping or something
Isn't purity temp those nodes that you can manually mine but not place any miner?
Fairly certain that the temp nodes are the ones scattered around the map, kinda like the ones ontop of the actual nodes, where you break them off to place a miner hence temporary. Though I could be incorrect In that assumption
talking about building in the cave reminded me of how you can make a really nice entrance for something like that with hyper tubes...
you just start building a tube directly on top of the cave and then just keep the builder open while you walk into the cave and then place the other end inside the cave so now its clipping through the earth into the cave and then you can also use the zoop or vertical building options to make foundations inside the earth so you dont see the clipping while traveling through the earth and then just make some fancy decorations around the entrance/exit tubes so that it doesn't just show it clipping into a wall...
also the cave reminds me of the glowing undersides of the mushrooms at the spire coast... especially the part just before the dune desert and norther forests meeting corner at night... the glows... picked like 20 slugs from that section yesterday and was wondering what it would look like to try build something there so that you try to leave as much of the mushrooms as possible there and make everything from like asphalt or colored black and boxing the whole thing in and using some lights and signs with different colors to further enhance the view....
this was after riding the giant manta around for a bit and lamenting about how cool it would look to make a build where you have it fly through your factory so that you have actually made a hole in the design so that it flies through the building without clipping... though just a short couple second pass just doesn't do that much justice so it would have to be a really large building and the flights loop time would be a pain to wait out to see if there is any clipping going on.... so probably a better plan would be to make 2 buildings that it flies between of.... not as impressive but if you have tactically placed conveyor lines going back and forth along with few walkways that the thing flies between of also in the path then it would be much better.... though this would probably be best done in like the relatively straight path it does between the spire coast and northern forest... so if you do concept like terraced houses/ row houses (www.assetzproperty.com/blog/wp-content/uploads/2019/04/Row-house-LinkedIn3-11111111111111111119900900.png as an example) being on both on the northern forest cliff side and on the spires side and having a road going in the middle or something and the manta flies over it.... another cool place would be probably the downwards plunge it does between northern forests and crater lakes waterfall near the rocky desert if you want to make a more vertical build for that....
btw the conveyer lift connecting to the splitter or merger thing... you know you can actually make the build slightly more compact cause you can build the merger or splitter directly on to the lift... it actually snaps onto it and almost completely replaces the lifts end with the merger/splitter there is like just a sliver on the side it connects from left....
oh and as a random thing its annoying that you need to find stuff about in tips instead of in game like for example i just learned that when you press H and start using the arrow keys to nudge the stuff around that you can actually hold Ctrl like using the arrow keys and it nudges half what it nudges with just pressing the keys normally...
yeah, the new cave systems look insane, and there are so many of them now. but as for connecting the splitters or mergers, i do not like the look of them, looks like it is clipping and dosnt work. i would rather use the space to make it make sense, so to speak. and i complete understand the lack of explanation in the game. makes you have to work for everything you find out.
@@DrawingXaos i recently watched a dude start playing the game and noticed how much he missed and did inefficiently that i came to realize that this games "tutorial" and the unlocking stuff talks and such don't actually teach you to play the game that well... and a lot of it assumes that you slow down and actually look things in more detail like how much you can have on a belt and what are the mining speeds and all kinds of burn rates and so on...
@@Necrotechian yeah, the game does not hold your hand on anything, if anything it makes you learn everything on your own and lets you figure out what you want to do. feels nice sometimes.
For some reason it makes me really uncomfortable to see all these buildings in the water 🥲
lol yeah, i tend to build the water more than floating bases above everything else.
Sup
Hey Idol, how you been buddy
Don't forget to make spares of everything!
so true.